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Tags: homestuck, troll, breedables, mspa, alternia 

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Melancholies

Springtime Teenager

PostPosted: Mon Aug 20, 2018 1:00 am
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It's a bit of an understatement to say that the booth is... lively, to say the least. The scenery makes up for the rather subdued energy of the two trolls tending it, as the combined stoicism of the blueblood present and her nervous-but-chipper orangeblood assistant is quite a stark contrast to the obscene trials lain out behind the gated fence.

Despite not being dressed for the weather, Sarcel has herself outside of the booth with her back against the side. She has nothing to say. She's watching. Nahori, a more practical individual, seems sensible enough to have a long-sleeved shirt underneath her shoulder-riding jacket (it's part of the uniform!) She's the one who greets you.

"W-Welcome to Assjacked!" Despite the fact that it sounds like she's been practicing this spiel, the last word threatens to twist her face up into something funny. There's a beat of awkward silence before she continues. "Um, if you'd like t-to participate, we have sign ups right here. T-Try not to get hurt! I mean, if you do that's what the forms are for, but..."

She clears her throat and fumbles to produce paperwork.  
PostPosted: Mon Aug 20, 2018 1:08 am
RULES:
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A lesson in camaraderie.
While the heart and soul still lies in the ridiculous trials before you, they don't come without some sort of merit. Alongside each obstacle course is a daily task; you're being charged with providing crucial backup to some fellow soldiers in need! Sarcel and Nahori are watching carefully to see how well you make it out, but more importantly how well your designated soldier makes it out as well.

Players will be rolling 1d100 to assess how well they preformed in the days task. The table will roughly follow the formula below:


1-10 = fail (no points)
11-25 = barely passed (5 points)
26-50 = average passed (10 points)
51-75 = above average pass (15 points)
76-90 = excellent work (20 points)
91+ = flawless run (25 points)


Points will be awarded alongside every roll, the amount of which will be defined in the daily prompt table. Additional prizes may be won for rolling specific amounts, so be sure to keep an eye out!

ADDITIONAL RULES:
1. No cheating! If you're a teen+ and you attempt any sort of IC shenanigans you might as well just set up a BATT thread with Sarce directly after for your full life consequences.
2. While RP with other people is not necessary, it's highly encouraged! Please feel free to RP in this thread in additional to your roll post/spend as much time as you'd like in each course! Additionally, Sarcel and Nahori are both here for interaction, just quote me (melancholies) or saedusk for responses! (We'll let you know if either of them is unavailable)
3. That being said, all posts must be filled out to be eligible for tickets. We can provide extensions for extenuating circumstances only! Speaking of--
4. The dreaded rollover time is at 11:59PM EST*, regardless if we're here to officially roll over the day or not.  

Melancholies

Springtime Teenager


Melancholies

Springtime Teenager

PostPosted: Mon Aug 20, 2018 1:13 am
DAY 7

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Today, there's an enormous dome where there had once been harsh trials. The tape off of the door behind the booth counter is open. Sarcel beckons you inside. When you walk up to the final arena, it's empty save one brave soul alone in the middle. It's Lieutenant Chilla, you're told by Lieutenant Cincil, and she needs backup immediately. From what, you're not sure until you enter the room.

The gate shuts behind you and the ground begins to rumble, though it feels somewhat manufactured. Without warning, a giant spiderbeast drops in from above. With all the cardboard and fur decorations attached to make it look more intimidating, it actually looks more like a yeti than an arachnid, though.

It raises multiple limbs intimidatingly and you can hear Lieutenant Cincil calling for you to get your a** in gear. You can see the walls are lined with cardboard cutouts of various different weapons. It's obvious you're not in here to kill anything, but you're still expected to put up a fight.

please don't roll this 1
quote melancholies!


2-10:
All the spiderbeast has to do is lift one leg against you and you're neck deep in snow and unable to fight back. How the heck did this happen? As it looms over your body, it hones on you--no!--but... then it just gnaws on you a little like you're some sort of chew toy. Uh... Sarcel intervenes before anything serious happens.


11-25:
You grab a cardboard weapon from along the wall only to realize too late that it's waterlogged from the snow and totally useless. Lieutenant Chilla looks pretty disappointed, but at least the spiderbeast isn't actually as intimidating as it seems, though it does knock you around a little. Seems the immense padding coating it is to protect itself as much as protect you from serious harm. You manage to make it through the trial alive, but injured.


26-50:
The cardboard weapons seem like the best bet against the spiderbeast (maybe), so you grab one and attack. Unfortunately, it doesn't seem to do much. The enemy is large and in charge and the cardboard smushes uselessly against it. Lieutenant Chilla is disappointed but not surprised. You get a little roughed up in the scuffle after that, but you manage to make it out of the arena. The spiderbeast takes a well deserved snooze after showing you what's for.


51-75:
When you charge in to take on the spiderbeast, it raises one large leg and bomps you almost harmlessly right over into the snow. Your perseverance allows you to get back up and face the monster. Your drive inspires Lieutenant Chilla and the outcome is a good one!


76-90:
You're winning the fight, you can tell, but just as you're about to deal the finishing blow, reinforcements begin raining from the sky. They're baby spiderbeast plushies, soft, white, and palm-sized. Despite their backup, you manage to overcome the trial and best the monster with Lieutenant Chilla at your side. The two of you exit the arena together, along with the little reinforcement you snagged.


91-100:
Almost from the start, the spiderbeast seems wholly uninterested in this makeshift fight. It does nothing and you win automatically, but Lieutenant Chilla seems satisfied anyway and joins you in exiting the arena.



DAY 6
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BLINDFOLDED SNOWBALL FIGHT
Sarcel greets you amiably as you step up to the booth. She has a large, snowmobile mounted turret behind her. She says nothing about it. Nahori waves awkward from where she's sitting on the snowmobile and--oh. Right. You see where this is going.

Sarcel tells you that it's time to learn what war is really like, soldier. You've been blinded in battle (blindfolded, actually, but don't sweat the details) and now you're forced to rely solely on instincts to survive. Sergeant Hamham is here for backup, but the bulk of the responsibility falls on you.

please don't roll this 1
quote melancholies!


2-10:
You're having a hell of a time and getting knocked all over the place. As you hit the ground for the umpteenth time, your blindfold slips off. Seargant Hamham is in front of you, protecting you... wait. That's not Seargant Hamham. It's an enemy plush using Seargant Hamham's body! There's something rigged to his body! GUERRILLA WARFARE! The deceased Hamham explodes. War was never meant to be beautiful.


11-25:
Running around blind is pretty dang new to you (or maybe you're just a klutz) and you manage to trip over your own two feet and wind up in the snow multiple times. Winning this feels like an almost impossible task, but you're determined! Unfortunately the second you make it back to your feet, you get snowball turret'd. All's fair in love and war.


26-50:
Snow walls built for cover line the edges of the battlefield and you stake claim on a small section of them as a base of sorts. Despite this, you happen to run right into your own walls a few times. It's a wonder you even manage to throw a snowball! You sure did get hit with them. It's a wonder you even made it out alive.


51-75:
You can't see them, but you can hear them, sense them. The group of enemies surrounds you and their presence feels like a physical weight. Actually, wait, is that even the enemy? Or another participant? Hmm... either way, there are snowballs pelting you from every angle, but like the war-hardened soldier you are, you manage to fight back and make it out in one piece.


76-90:
It doesn't sound like there are any enemies close by, but suddenly a snowball hits you with a loud crackle-pop. It's totally unnatural. You can't see them, but when Lieutenant Cincil and Corporal Caviap aren't on the turret, they're on the sidelines throwing snowballs full of firecrackers. You use every trick in your book to fight through the heavy artillery and come out on top. Sergeant Hamham is so impressed with your work that he joins your squad.


91-100:
With matrix-like skill, you dodge everything the enemy blindly lobs at you. You're pretty sure you've also hit at least a few trolls with projectiles of your own. Sergeant Hamham has never been so impressed in his life. He invites you to join his squad.


DAY 5
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THE PLUNGE
There's no sounds playing. It's just deadass silent. The course looks unchanged too; there's flat ground and then--oh, okay--a gigantic cliff as the ground drops off a solid twenty feet. There's a pole at the end with... a rope attached to it? It's blowing in the breeze.

Looking below, you see Corporal Ginnie has gotten herself stranded in the middle of a pool full of freezing cold water, ice floes, and colorful beach balls with fins tied to them. Apparently, you've gotta rescue her before she slips in and sinks to her doom!

please don't roll this 1
quote melancholies!


2-10:
There's a large stretch of ice that looks solid and in your hubris you jump right down on it. Or maybe you were aiming for the water and missed. Either way, you unfortunately go straight through. Bye.


11-25:
You manage to hop a few ice floes, but soon slip/break through/miss and get trapped between them. It's a huge struggle to get back to the surface, and you're pretty sure you almost drowned, but hey, you made it! Corporal Ginnie is almost frozen to death by the time you get to her, though, just like you...


26-50:
Floating around the pool are huge beach balls with fins tied to them. They're ice sharks, of course. You accidentally bump into one going from floe to floe and it knocks you right into the water. As you're bomped between them all, it's difficult to fight your way back to the ice. As if that wasn't bad enough, some of them are apparently rigged to explode a few seconds after contact. Whoops! You manage eventually and get to Corporal Ginnie nonetheless, but the sharks are still lurking around, ever hungry...


51-75:
The ice is predictably slippery and you fall a few times, and just when you're nearing the end you fall in! Oh no! To make matters worse, you notice that there's a series of fans under the water rigged up to cause disturbances in the water, and naturally you get shocked. By some unexplained miracle of science, the shock actually revitalizes you somewhat and you get to where Corporal Ginnie is waiting for you. Yay! You didn't freeze to death.


76-90:
The ice cracks beneath your feet in the most dramatic of fashions, but you read the situation like a strategical champ and avoid every spot that looks too dangerous. Still, some part of you catches one of the Ice Sharks and it sets off a chain reaction, but aside from ice floes flipping over in terrifying fashion you manage to stay upright and dry (save for a few stray splashes). Hey! It just adds to the drama. Reaching Corporal Ginnie is otherwise a breeze and you sweep her off her feet and out of this awful place before she can blink.


91-100:
Walking across the ice almost feels like walking on solid ground. Honestly, why is everyone else having so much trouble? There's practically a bridge leading right to the end. You step right up to Corporal Ginnie and take her home.


DAY 4
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BUILD-A-SNOWMOBILE RACE
Leisurely War Sounds for Friends is playing. Yes! This doesn't seem to be very dangerous today at all! There's no obstacles, no trees, no spinning propellers of death, just a nice, flat surface and those "unmanned" ""tanks"" (see: snowmobiles)! Or well. Pieces of snowmobiles.

It's finally time for a fun break from the military life to race with your friends, you see. Private Balboa is even here to cheer you on! Build the best snowmobile you can using the pile of random assorted odds and ends at your disposal! There's jousting rods, spears, titanium, actual snow-mobile parts, cardboard, dynamite armor... you name it!

Sarcel reminds people not to play dirty, but Private Berboa quivers with mischief. He wants to see the carnage, the friendly fire, the blood. Don't disappoint him now!

please don't roll this 1
quote melancholies!


2-10:
After all the work you put into it, your snowmobile won't even start... Are you sure you knew what you were doing? After tinkering with it last second, be it with actual know-how or a good old fashion kick, it suddenly rockets into life!...and right into someone else. Whoops.


11-25:
You're racing down when something on your snowmobile deadass explodes and you're not sure what, but it's definitely on fire now. Like, mega fire. It's a miracle you manage to cross the finish line at all, but you do eventually, even if you're extra crispy. At least Private Balboa looks happy.


26-50:
Everything seems to be going okay until your snowmobile literally starts to fall apart as you're driving it. Bits and pieces of whatever you've attached to it are flying off hazardously, but what really messes you up is when the front busts up and obstructs your view! You finished, but you didn't place super well. It be like that sometimes.


51-75:
You picked what you think are the coolest looking and flashiest parts for your snowmobile, but honestly, they kinda suck. A lot. Why'd you think this even work? Well, with some perseverance and adherence to the old adage 'slow but steady wins the race,' you manage to hit the finish line in an okay-ish position.


76-90:
Your snowmobile is so well-constructed that you fly through the course, hitting the very purposeful hills with ease. Actually, it turns out one of the pieces you used had an anti-gravitational function, and you just... keep going... forward... over everything. You finished in the top 10, but you're not stopping? Private Balboa waits for your descent so he can follow you home.


91-100:
The world around you is a blur as your snowmobile jets off from 0 to 100 and you're done with the race within seconds, having gone through every snow pile from sheer velocity. You and Private Balboa leave together to get some hot chocolate, because though you're a winner, you probably need the TLC.


DAY 3
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THE ALPINE SLIDE
Re-enactment War Sounds for the Soul, Vol. 2 Disc 2 This time, it's just the cold sound of wind howling across a desloate landscape. The trees are gone, and what remains is a flat, barren wasteland of snow. On closer inspection, you can see the track--it's almost the same color of the snow--or perhaps purposefully obscured, buried, whatever.

Sergeant Hamham is waiting for you at the end of the slide with important intel on key enemy strategy in the form of stolen documents. Get to him fast before the Bad Guys do!

1
quote melancholies!


2-10:
Your sled just doesn't move at all. There's no give to it--seems like the break is forced down? No? There's no break even equipped on it? What the heck did you do to it? You could walk, but there's no way you'll make it in time. If that wasn't bad enough, the enemy reinforcements have arrived and are hammering down on you! That is to say, Sarcel is standing a few feet away looking unimpressed as she lobs snowballs at you. Nahori is there too, but she looks marginally more bad about it, like she's pitying your misfortune.


11-25:
There's a single (1) rock on the track ahead of you, so very innocuous, or so you think. That pebble is enough to ******** your entire night up, sending you spiraling off the track and losing you a ton of time. You make it to the end eventually, but by the time you find Sergeant Hamham he has a knife protruding from his abdomen, and the stolen documents are long gone. You bled for nothing. Remember this shame. Let it remind you to never fail yourself again.


26-50:
You see a sharp turn ahead and smartly start applying the breaks to make it around safely. Unfortunately, they don't seem to work and you're going way too fast to do anything about it. Are all the sleds set up this way? You speed straight off the slide at the turn. If that wasn't bad enough, it seems as though the thickness of the snow is an illusion, because it's nothing but solid concrete three inches down. By the time you make it to Sergeant Hamham, the documents have been stolen back by the enemy, but he's relatively uninjured due to his immense tenacity and prowess in the field of combat.


51-75:
It's smooth sailing until you notice a good chunk of the track ahead of you is missing. It's been damaged by the enemy (or maybe never been built at all). It's rough, but you manage to pull it out of your a** somehow. That is, until an "Unmanned" ""Tank"" (see: snowmobile) charges straight into you. Well whatever, you were near the end anyway. When you make it to Sergeant Hamham, he's got the stolen documents in paw.


76-90:
Towards the end of the slide, the track splits and you're forced to make a quick decision on which to take. The one you end up choosing is actually the harder of the two, full of hairpin turns one after the other, but you manage to make it through with relative ease, you sly dog you. You make it to Sergeant Hamham and he's jostling with excitement. The two of you return home together, stolen documents and all.


91-100:
As dangerous as the alpine slide seems, your trip down is totally uneventful and actually a ton of fun. What a blast! It's almost like there's no carnage to be had today! Sergeant Hamham is waiting with the stolen documents to go home with you when you make it to the end. His admiration for you borders on unadulterated affection.


DAY 2
THE ZIPLINE
Re-enactment War Sounds for the Soul, Vol. 2 is playing this time. It's silent, peaceful sounds of nature; birds singing, leaves brushing against each other, and the occasional sound of a bombshell hurtling towards the ground in a tremendous impact. Somehow, in the span of a few hours, the trenches are long gone and now instead filled with trees. A tower with a zipline is set up at the front gate.

Corporal Ginnie has been captured and is being help deep within enemy territory. Zipline in to rescue her, flying out of the safety of the trees and right over their heads. They'll never see it coming, probably!

1
quote melancholies!


2-10:
As soon as you push off from the launch platform, you know something is wrong. Maybe your hands were too sweaty or the handle was slick with some other substance, but you lost your grip and fell straight to the ground anyway. Sarce is already gathering a stretcher.


11-25:
Right after beginning your decent through the trees, you crash into a large tree branch that send you swaying into even more branches. It's an unfortunate chain of events that leaves you battered and bruised by the time you make it to Corporal Ginnie, who also looks worse for wear having worried herself to near death. It will take her some time to overcome the shellshocked horrors she's endured waiting for you.


26-50:
You're already halfway and it feels like you're home free, but without warning there's a bright flash beside you, then one in front. It's the heavy artillery! Lieutenant Cincil and Corporal Caviap launch roman candles at you from the ground until you finally make it to Corporal Ginnie, who also looks a bit singed, just like you. It's alright. She's been burned in the past, so this isn't anything new.


51-75:
You've been spotted and deemed a threat of the highest caliber! Before you can blink, there are drones (not actual soldiers, of course, but machines. Flying machines) on either side of you, their propellers buzzing ominously. They can't ram into you with too much force, but the propellers are sharp and there's--are those knives duct taped to the bottoms? At least Corporal Ginnie is shaken, but alright. Looks like you took all the beatings for her! Good on you.


76-90:
Near the end of your dangerous descent into enemy territory, someone flips on a giant fan and snowballs and freezing cold water begin hurtling your way at terminal velocity. It's a blizzard! Or would be if a blizzard had torrential waves accompanying it. Using all your skills, you manage to make it to the end of the line, heroically rescue Corporal Ginnie, and take her home. She will keep you warm where mother nature has failed you.


91-100:
You zip down the line so fast that you can't even tell where you're going or what's going on. Where are you? What are you? Suddenly you're at the end and Corporal Ginnie is safe and sound with you at her side! You've won her trust. Best not to sully it.


DAY 1
THE MAZE

It's a warzone, or at least it looks and sounds like one. Trenches are lain out in front of you with a barrage of objects flying over head. If that wasn't bad enough, it seems the booth owners saw it fit to play Re-enactment War Sounds for the Soul, Vol. 1. The crying, gunshots, and general horror heard from below echoes from behind the gate. Sarcel waits to brief you.

You receive word that Private Balboa, a new recruit, was recently called to the front lines, but hasn't reported. Rumor has it he got lost in the maze of trenches and it's your job to rescue him. Crawl your way through to the end, but watch out for obstacles set up by enemy spies and "artillery" snowballs zooming by overhead. Mysterious "unmanned" ""tanks"" (see: snowmobiles) patrol the enemy lines at upsetting speeds.

1-10:
With the seemingly endless pitfalls and airbag 'snow mines' you're running into, it's a wonder you haven't destroyed the entire maze at this point. Actually, scratch that. The damage is immeasurable. You did it, but only technically. What were you even trying to accomplish? Sarcel looks impressed in all the wrong ways. Looks like you'll have to help her fix the trenches for the next participant.


11-25:
You manage to make it only a short way in before brushing past a faint bump in the snow that expands so instantly you can barely react. It causes a chain reaction of similar 'explosions' all along the trench. Get down, it's snow mines! Somehow you manage to make it past the buried airbags posing at dangerous explosives and exit the maze, but you're too late. Private Balboa lays in tatters, you monster. Death would be a spoil for him in this state.


26-50:
About halfway through the maze the snow beneath you suddenly has even more give to it than you're used to. An audible snap of branches later and you're stuck in a pitfall. With some scrambling, you manage to make it out and crawl your way to the end as one of the last participants to exit. Private Balboa is roughed up, but it's nothing a few band aids can't fix. He trembles with uncertain trust.


51-75:
You were warned at the beginning about the dangers of artillery fire outside the trenches, but for whatever reason you decide to stick your head out anyway. A snowball, then two, then three pelt you almost immediately, thrown by Lieutenant Cincil and Corporal Caviap. It's a minor inconvenience, though, and you make it to the exit to find a shaken but unscathed Private Balboa. Looking into his eyes, you feel the beginning of a bond.


76-90:
You're almost to the end of the maze when the snow starts to shift and a miniature avalanche collapses into the trench in front of you. After a short search, you find another safe route to the exit. An excellent display of critical thinking skills! And an fortunate (unfortunate?) uneventful trip through the course. Private Balboa is totally unharmed and ready to go home with you. There is no love in his decision, but he knows this to be the best one.


91-100:
The trench maze is no match for you from beginning to end. You would make even the most skillful mole jealous with your innate navigational skills. Perhaps this is a new calling you didn't realize you had. Even Sarcel is taking fervent notes on the way you wiggle and crawl around the trenches. You make it through with absolutely no issues and escort Private Balboa home safely. This. This is love.
 
PostPosted: Mon Aug 20, 2018 1:30 am
PRIZES:



To claim prizes, please post this form in thread! Just to keep things official.
I won't be keeping track of points so pls try not to Cheese The System have merci
You can redeem points for prizes at any time!
[quote="Melancholies"][b][color=darkred]JACK MY a**[/color][/b]
[b]Your current point total:[/b]
[b]Prizes you're buying:[/b]
[b]Point total of prizes:[/b][/quote]


Membership advertisements!
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Free!
Seems like an advertisement card for a group called FIGHT CLUB! at a big gym in downtown NHC. I mean, the title seems pretty self explanatory? They're looking for new members! Inquire to Sarcel if you're interested.


The coveted ticket
User Image - Blocked by "Display Image" Settings. Click to show.
Free! Technically.
Each ticket will be distributed as follows:
1. Highest roll of the day. If two people miraculously roll the same thing then we'll do a tiebreaker.
2. Judges choice, i.e, a post that Sae and I will select based on creativity, if it made us laugh, whatever!
3. Participation roll. Everyone who participated in a day and didn't win a ticket through the above methods are entered into a raffle at rollover.

Dogtags!
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Free!
Everyone gets one of these to start! More tags are added by participating daily.

Novelty T-shirts!
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10 points!
The slogan on the front reads: "I survived Assjacked!"

Custom Accessories!
20 points!
ONE PER PERSON! A free simple accessory for a plushie of your choice! (mels will pixel it on). Fill this form and post it in thread!
NOTE: You must have the plushie in your possession before requesting an edit for it (obv)
[quote="melancholies"][b][color=darkblue]I'D LIKE TO JACK MY PLUSH![/b][/color]
[b]Which plush?:[/b] (Balboa, Ginnie, Hamham, Chilla)
[b]What Accessory?:[/b] Description here![/quote]


Bobbleheads!
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20 points!
Official Bloodfest bobbleheads of Sarcel and Nahori! Gotta collect em all!

Plushie crew!
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30 points! (per plush)
Plushies can also be won through high rolls (76-100) in the daily events or distributed through compelling enough rp. You gotta really want it to convince Corporal Caviap to bypass the sacred points rule.

w-what is this
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40 points
Seems like there was one hell of a mix up while Nahori was ordering plushies, and now there's a whole box of these sitting in the booth right under Sarcel's nose. Better get rid of these before she finds out... (You're really going to have to prove your mettle and worth to take one of these home!)
 

Melancholies

Springtime Teenager


Melancholies

Springtime Teenager

PostPosted: Mon Aug 20, 2018 1:31 am
Previous ticket winners:

 
PostPosted: Mon Aug 20, 2018 6:15 am
After double and triple checking that you've signed your waiver, Nahori leads you to the first event, the maze! For a second it looks like she wants to give you a pat on the back for luck, but her hand hovers awkwardly (even more so if you're a highblood) before tucking protectively at her side again. "Good... good luck..!"

[Day 1 is open! Please see above for rules and the rolling table.]  

saedusk
Crew

Dedicated Bunny

Gl!tch~ rolled 1 100-sided dice: 43 Total: 43 (1-100)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Mon Aug 20, 2018 6:41 am
Oh, hell yeah! Guo knew that logo! The best booth, ever! Finally, back in action! He hit it up immediately.

The trolls manning it (more than one this time) seemed familiar. In a very-recent kind of way. Oh. ...Oh. Military. Right. Well, s**t. Bit of a mood-killer.

He could at least see if it hadn't been ruined by military control, right? Kinda sucked that the new kids wouldn't get to see it in its past glory.

During the briefing, he muttered to Acteon, "It was cooler when it was blackout dodgeball." Now it was just...some war sim. Whatever. He could dig the screaming, anyway.

But this couldn't be too hard, and he could show the kid how it's done. He got down and wiggled through, not too bad for a bit- til it wasn't anymore.

The blueblood fell with a yelp. "s**t!"

He forced himself out, but it took a lot of time. Maybe too much. Came back with the toy, anyway. And it wasn't too roughed up.

Had to count for something, right?

Guo slicked his hair back and looked around, trying not to feel embarrassed over a stupid game.

He noticed Leeroi at his booth down the way.

"Yo! Bro! You too busy being boring or what?"


purplerosesbeauty

zeflamigo
 
purplerosesbeauty rolled 1 100-sided dice: 87 Total: 87 (1-100)
PostPosted: Mon Aug 20, 2018 7:02 am
Acteon snickered. "Suppose we'll just need our own blackout dodgeball game, huh? Maybe we can do it better." The booth was pretty simple - military propaganda and all. They figured everything kind of was, but the two women running it seemed cool, and they remembered the blueblood from that ghost thing. They had zero interest in the military in all honesty, but the games were fun enough. Plus, Steppy liked the show of it all.

Following Guo, they entered the maze, and with their small size and deft little legs made it through the maze with the plush toy unharmed. Not only that, they got to keep it. Private Balboa was theirs! They kept it under their arm while they grinned.

Gl!tch~
 

purplerosesbeauty

Springtime Spirit

nepsah rolled 1 100-sided dice: 60 Total: 60 (1-100)

nepsah

Malevolent Mage

PostPosted: Mon Aug 20, 2018 7:18 am


You were warned at the beginning about the dangers of artillery fire outside the trenches, but for whatever reason you decide to stick your head out anyway. A snowball, then two, then three pelt you almost immediately, thrown by Lieutenant Cincil and Corporal Caviap. It's a minor inconvenience, though, and you make it to the exit to find a shaken but unscathed Private Balboa. Looking into his eyes, you feel the beginning of a bond.


A sign reading "ASSJACKED" was basically a siren call for Deimos, honestly. He had to see what it was about. He was just... taken a bit aback upon seeing who was running it. Not Sarcel - he'd never met her but she did seem pretty serious for someone running a booth named Assjacked. It was Nahori that surprised him - seriously? That wimp? He filled out the form he was handed, maintaining a straight expression despite the near unbearable urge to say something. Not without an adult around - that'd be stupid. And Deimos was not stupid.

But he was curious, and despite the warnings about artillery fire, he found himself poking his head up above the trenches after a few minutes of crawling around in the snow to see where the <********> he was going. Only to get pelted in the face with a few snowballs. He ducked back down again, shaking his head vigorously - gross, awful, bad, snow was the WORST. Lesson learned, no more head peeking above the trenches. At least not without some way to retaliate.

Thankfully the rest of the experience went off without further incident. He just really hoped there was a booth with hot cocoa or something - he was freezing.

Score: 15pts

 
penemueIntuition rolled 1 100-sided dice: 62 Total: 62 (1-100)
PostPosted: Mon Aug 20, 2018 7:25 am
Quote:
Mahmud Seshat
            Tickets Earned:


LETS SEE HOW MUCH MAHMUD SUCKS  

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Micillia rolled 2 100-sided dice: 95, 91 Total: 186 (2-200)

Micillia

Dapper Duck

PostPosted: Mon Aug 20, 2018 7:41 am
Static Charge
Daily Preformance: Flawless
Daily Mission: The trench maze is no match for you from beginning to end. You would make even the most skillful mole jealous with your innate navigational skills. Perhaps this is a new calling you didn't realize you had. Even Sarcel is taking fervent notes on the way you wiggle and crawl around the trenches. You make it through with absolutely no issues and escort Private Balboa home safely. This. This is love.
25 Points

Static knew that Sarcle had a booth, and was more than a little excited to see how he would fair in the commander's trials. Then he saw that he had entered the game right behind Mahmud. Static stopped in his tracks, but, he couldn't back out now, he was already in line and everything! The blueblood just had to tough it out, and not look at the brownblood at all.

Somehow, maybe it was because he gave the mission his entire attention, the blueblood manged to complete with flying colores. With a big smile on his face, Static saluted Sarcle, proud of his work. "Hey Nahori," The blueblood said as he approached an orangeblood that did not make his plump biscuit ache. "Really great booth, it's great seeing you too!" He looked over the mission grounds, at all the obstacles set up. "Uh, I guess you've been busy, huh?" Static wavered, what kind of question was that? Of course she had been busy. "Im, uh, looking forward to what tomorrow has in store." The boy said chuckling nervously.

Sorry for the double roll! Thought you roll the two separately  
zeflamigo rolled 1 100-sided dice: 63 Total: 63 (1-100)
PostPosted: Mon Aug 20, 2018 7:53 am
Leeroi was beckoned the siren call of cute stuffed animals and war games. He gazed upon Private Balboa, a gerboa with the toughest name Leeroi could imagine. He had named 11 rodents of his own, but that one put him to shame. So cool.

A familiar voice snapped him out of his trance.

"Ah! Guo!" Leeroi smiled, attention darting to the child at his side. Since when did his bro start babysitting? He was a counselor himself, so it wasn't lame or embarrassing. It just seemed... unlike him. "You taking protégées?" Leeroi joked, then offered a hand to Acteon for a firm handshake. "Sergeant Leeroi Furore. But a bro of a bro can call me bro, too," He laughed.

Turning attention back to Guo, he grinned. "Give me a sec. I'm gonna win my girl one of these guys, you know?" He gave a two finger salute and walked backwards towards the starting area. "Wish me luck in the pits!"

The snowy war setup wasn't nearly as terrifying as space zombies, but it was a thrilling game to play in the cold. Leeroi was determined as much as he would have been on a real battlefield— Private Balboa's safety required his full effort. Once the stuffed toy was safe in his arms, Leeroi wasn't sure if he'd be ready to let go. Eventually, he relinquished the toy to Nahori. Another day, hopefully soon, he would be back to free Balboa from duty.

Gl!tch~

purplerosesbeauty


Points: 15  

zeflamigo

Interstellar Astronaut

Buzzwulf rolled 1 100-sided dice: 71 Total: 71 (1-100)

Buzzwulf

PostPosted: Mon Aug 20, 2018 11:46 am
User Image
Quella Fehtan


Quella dug her way into the trenches with gusto, but she couldn't get quite low enough. Even flat to the ground, the enormous troll's head stuck up just a little too high. "Aaaaaagh!" she shouted as she caught a snowball full on the side of the head, trying to duck away and slapping her face full-on against the frosty mud of the trenches. Someone nearby screamed, although that was probably just the tape of soothing war sounds.

The hunter turned over and tried to wiggle ahead on her back, but got slammed by another snowball as soon as her head poked up to look at a fork in the maze. "Son of a... I'm gonna shove that snowball down your stupid face and I hope you choke on it... " her complaining wound down to furious muttering as she forced herself to navigate the rest of the maze. Quella let loose a huge sigh of relief as she broke through the final bank with her shoulder, picking up the lost private like he was a doll and throwing him over her shoulder. "You," she muttered to him as he squirmed "Have been a massive pain in my spinal crevasse today."

Points total: 15  
Taki-di rolled 1 100-sided dice: 100 Total: 100 (1-100)
PostPosted: Mon Aug 20, 2018 7:08 pm
Tsarzi Ameroc
Daily Results: 91+ = flawless run (25 points)
Total Points: 0+25=25
(can she do it)
(YES SHE CAN)


Tsarzi had been keeping to her own for a while after the main construction of the Lightseeker Settlement was done. A lot of time consumed in construction had netted her many new skills and experiences, but had left other skills to fall to the wayside. Aside from that though, Tsarzi had seen her fill of interaction for a while. Working on the ground bases with Wander and her group had been interesting, but Tsarzi by nature preferred some solitude and she'd been lacking her dose of that for a while.

That was months past now and Tsarzi was well and centered again, deigning to head to Bloodfest once again. After the previous year, for all the banal activities she'd encountered, there'd been enough things to engage her that Lupos didn't have to coerce her out of the hive this time.

Tsarzi's mild expression never so much as wavered as she approached her first booth, taking in the set up. Even from afar, it managed to catch ehr eye first. An eccentric obstacle course outfitted with a purpose, a practice explicitly built to test skills under pressure. The noise pollution was grating, but the simulation of a real life stress scenario was something Tsarzi could appreciate.

Instructions received, Tsarzi stepped into the warzone, only to quickly have to duck a projectile beaned right at her face. Keeping low and starting to move, Tsarzi breathed deep and immersed herself in the simulation.

Logic, elbow grease,a dn calculated risks saw Tsarzi crawling and ducking through the trenches like second nature. And once her objective was retrieved, with the designated plush (one "Private Balboa" apparently) in hand, she returned the way she came posthaste. The obstacles were by no mean something to scoff at, and for that, Tsarzi left with a sense of accomplish, accepting her free plush as a token of that accomplishment. Even if it was ultimately a useless plush. Perhaps it could be useful for her and Lupos to cook up some practices of their own.
 

Taki-di

KitsuneAura rolled 1 100-sided dice: 45 Total: 45 (1-100)


KitsuneAura


Magical Detective

PostPosted: Mon Aug 20, 2018 7:34 pm
Lorata Gorgos
Points:
10

"Hello! It's Nahori, right?" Lorata beamed at the orangeblood as she hurried over, reaching out to take the waiver and holding out her free hand for the pen without hesitation. She only very briefly scanned it, only very briefly paid any attention to the rest of Nahori's practiced welcoming spiel. A quick signature later, she was waving delightedly at Sarcel instead.

"I'm excited to play again," the seadweller announced with a giggle that said it was entirely possible she had either forgotten or purposefully blocked out the memory of how well the booth had gone for her the last time. "What were you saying we had to do again? Climb through the...Oh." She stared out across the chaotic maze of trenches a moment, smile dimming, and took a moment to be grateful she had elected to wear pants instead of a skirt tonight.

Steeling herself, the seadweller dove in. It went surprisingly well for the first half of the trek, but then suddenly the snow beneath her began to give way, and she let out a shriek despite herself as she fell. Sprawled miserably at the bottom, she scowled. Private Balboa had better be worth the trouble.
 
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